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claire.r34 - 24 Sep 2023 00:00
Why would DE be black listed on Deviantart? I feel like the communities would overlap quite a bit.
Rastifan - 24 Sep 2023 01:13
@ claire.r34, DA have been black listing several sites who posts hard core porn. I guess our turn had to come.
FourtyNights - 24 Sep 2023 11:34
@ deadboltreturns, Yeah, both GMod and SFM are somewhat niches in these days. They are still okay and decent at best, especially when a poser artist has some editing skills in Gimp or PS, to enchance their renders further.
FourtyNights - 24 Sep 2023 11:36
I have one highly ambitious character project after my Wednesday, which I’m most likely not planning to port to the old Source engine (GMod and SFM), but probably to a Source 2. Will see.
FourtyNights - 24 Sep 2023 11:38
Also, my Wednesday project has derailed from the original plan so much, she’ll be my own personal character creation, inspired by Wednesday anyway though. She’ll be Wendy the "goth-ish" girl from now on, haha. Pretty much like what Soria is to Vaako. (;
FourtyNights - 24 Sep 2023 11:43
Been a bit busy lately, so I should get back to my Wendy project early next month.
FourtyNights - 24 Sep 2023 11:47
@ deadboltreturns, Speaking of people moving on to Blender... the final exportable/portable versions of my character projects are scene files in Blender, but since my projects are always made from a scratch, I don’t feel like sharing the original source material, but the exported and/or ported versions only. If I shared my .blend files, someone could steal it by claiming that "I made this", and that’s not cool at all. Then I’d have slimmer chances to prove that it’s made by me...
FourtyNights - 24 Sep 2023 11:51
...but I’d definitely share my .blend files with someone I trust though. Who isn’t going to share my RAW files anywhere. Let’s say someone skilled porter would like to port my models as a playermodel to GMod, L4D, HL2, etc. That’d be fine, and awesome too. I’d allow the sharing of the final ported outcome to the public. (:
FourtyNights - 24 Sep 2023 11:59
Anyway, I’ll try my hardest to get my Wendy to GMod primarily since people really ask a lot of models to it, and SFM secondarily. Obviously in the early beta testings in near future, I’ll probably have Rastifan and Alan13 as my testers, haha.
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Neehko - 24 Sep 2023 13:01
awesome news, fourtynights! looking forward to it, thank you for your hard work
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FourtyNights - 24 Sep 2023 15:26
The smallest peek you can get from my Wendy WIP are her feet. Old screenshot and she’s developed more since, but she’s in the works.
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Alan13 - 25 Sep 2023 06:48
@ FourtyNights, can’t wait to see more
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FourtyNights - 25 Sep 2023 07:22
@ Alan13, Ah, no. That’s just the basemesh I’m using for sculpting her in ZBrush going up for millions of polygons eventually, haha. I brought her WIP to Blender because B3D has better perspective camera. Once her high poly is finished (a lot of work), I’ll manually retopologize her by hand to an optimized and rigging-friendly deforming mesh (also time-consuming work, lol). (;
FourtyNights - 25 Sep 2023 08:02
Retopo like this (old video, but it pretty much demonstrates how I work). Newest Blender version has better overlays for retopowork though, which is cool: https://www.youtube.com/watch?v=g6syhpeyfQU
Corvo12 - 25 Sep 2023 18:52
I’m surprised this model hasn’t been talked about before. Unless it’s already ported then I’m just dumb lol
Corvo12 - 25 Sep 2023 19:41
Does anyone know how to edit the bones of an entity? Like a separate hair that I can bonemerge?
Alan13 - 26 Sep 2023 07:37
@ FourtyNights, neat, that method is way too much work for me x.x but at least you can say you made it entirely from scratch
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FourtyNights - 26 Sep 2023 20:48
@ Alan13, Yep, that’s how I roll. I might even write some tips and tricks during the process, once I create the WIP thread during next month. I’ll be doing this properly, creating the QC file from a scratch in Notepad++ with a proper syntax highlighting etc. (; Of course I’ll take notes and learn from existing QC files to understand them. Don’t feel like just editing an existing one only. Same with VMT material files.
FireFoxN - 28 Sep 2023 01:04
So with the release of CS2 which is now live, gmod can no longer read content from CSGO folder 1:1 and mount it... because of this, how does it affect my mapping? in short, it doesn’t. I only deleted, yes deleted. gm_prado from my workshop as it was the ONLY map reading 1:1 content straight from the game folder
FireFoxN - 28 Sep 2023 01:06
for my other maps in development which use the old CSGO assets, "dev_Haus" for example I can continue the mapping normally as I have locally mounted the content which I manually extracted in the past, and I will include it in the new maps from now on using only what they are using... for gm_prado I will have to re-compile it and also manually filter what is in use and what is not.
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